﻿---@class UnityEngine.Physics2D : System.Object
---@field public IgnoreRaycastLayer System.Int32
---@field public DefaultRaycastLayers System.Int32
---@field public AllLayers System.Int32
---@field public velocityIterations System.Int32
---@field public positionIterations System.Int32
---@field public gravity UnityEngine.Vector2
---@field public queriesHitTriggers System.Boolean
---@field public queriesStartInColliders System.Boolean
---@field public changeStopsCallbacks System.Boolean
---@field public callbacksOnDisable System.Boolean
---@field public velocityThreshold System.Single
---@field public maxLinearCorrection System.Single
---@field public maxAngularCorrection System.Single
---@field public maxTranslationSpeed System.Single
---@field public maxRotationSpeed System.Single
---@field public defaultContactOffset System.Single
---@field public baumgarteScale System.Single
---@field public baumgarteTOIScale System.Single
---@field public timeToSleep System.Single
---@field public linearSleepTolerance System.Single
---@field public angularSleepTolerance System.Single
---@field public alwaysShowColliders System.Boolean
---@field public showColliderSleep System.Boolean
---@field public showColliderContacts System.Boolean
---@field public showColliderAABB System.Boolean
---@field public contactArrowScale System.Single
---@field public colliderAwakeColor UnityEngine.Color
---@field public colliderAsleepColor UnityEngine.Color
---@field public colliderContactColor UnityEngine.Color
---@field public colliderAABBColor UnityEngine.Color
local m = {}
function m.IgnoreCollision() end
---@return System.Boolean
function m.GetIgnoreCollision() end
function m.IgnoreLayerCollision() end
---@return System.Boolean
function m.GetIgnoreLayerCollision() end
function m.SetLayerCollisionMask() end
---@return System.Int32
function m.GetLayerCollisionMask() end
---@return System.Boolean
function m.IsTouching() end
---@return System.Boolean
function m.IsTouchingLayers() end
---@return UnityEngine.ColliderDistance2D
function m.Distance() end
---@return UnityEngine.RaycastHit2D
function m.Linecast() end
---@return table
function m.LinecastAll() end
---@return System.Int32
function m.LinecastNonAlloc() end
---@return UnityEngine.RaycastHit2D
function m.Raycast() end
---@return table
function m.RaycastAll() end
---@return System.Int32
function m.RaycastNonAlloc() end
---@return UnityEngine.RaycastHit2D
function m.CircleCast() end
---@return table
function m.CircleCastAll() end
---@return System.Int32
function m.CircleCastNonAlloc() end
---@return UnityEngine.RaycastHit2D
function m.BoxCast() end
---@return table
function m.BoxCastAll() end
---@return System.Int32
function m.BoxCastNonAlloc() end
---@return UnityEngine.RaycastHit2D
function m.CapsuleCast() end
---@return table
function m.CapsuleCastAll() end
---@return System.Int32
function m.CapsuleCastNonAlloc() end
---@return UnityEngine.RaycastHit2D
function m.GetRayIntersection() end
---@return table
function m.GetRayIntersectionAll() end
---@return System.Int32
function m.GetRayIntersectionNonAlloc() end
---@return UnityEngine.Collider2D
function m.OverlapPoint() end
---@return table
function m.OverlapPointAll() end
---@return System.Int32
function m.OverlapPointNonAlloc() end
---@return UnityEngine.Collider2D
function m.OverlapCircle() end
---@return table
function m.OverlapCircleAll() end
---@return System.Int32
function m.OverlapCircleNonAlloc() end
---@return UnityEngine.Collider2D
function m.OverlapBox() end
---@return table
function m.OverlapBoxAll() end
---@return System.Int32
function m.OverlapBoxNonAlloc() end
---@return UnityEngine.Collider2D
function m.OverlapArea() end
---@return table
function m.OverlapAreaAll() end
---@return System.Int32
function m.OverlapAreaNonAlloc() end
---@return UnityEngine.Collider2D
function m.OverlapCapsule() end
---@return table
function m.OverlapCapsuleAll() end
---@return System.Int32
function m.OverlapCapsuleNonAlloc() end
---@return System.Int32
function m.OverlapCollider() end
---@return System.Int32
function m.GetContacts() end
return m
